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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Ghoti

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61
Mods / Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
« on: December 06, 2015, 01:56:25 PM »
Tartiflette I think you might of made a mistake with the glaux and the phase lance here. The phase lance has burst damage as well, looks to be higher than the Glaux.

Do these damage totals seem right to you? gaux vs phase beam, same ship configuration.

https://streamable.com/o4v0

So the glaux has more utility in that it's got better range, and you can more precisely control the damage, where as the phase lance has to fully fire. As it is, I don't think I would use the Glaux given the severe OP difference. 

62
Mods / Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
« on: December 03, 2015, 04:40:03 PM »
yah valiants are pretty terrifying. ... come to think of it what are the stats of the weapons they're firing?

hrm...

Valiant Thermal Pulse Repeater   
diableavionics_valiantright         
range: 650
damage/shot: 100
turn rate:24
ENERGY   
flux/shot:100
chargedown:0.5

so... that's 200 dps over 650 dist right? and they can keep firing them.

This weapon fits between the IR Pulse Laser @ 150 dps over 500 dist, and the Pulse Laser at 300 dps over 600 dist, and it outreaches both of them, plus they have missiles and PD.

and a wing has 3 fighters. You're getting hit by 6 of those things. I was *WONDERING* why I was getting creamed by them.

To compare: the Gladius fighters are good and they only have two IR Pulse Lasers, and there's only two of them to a wing! Though in fairness, the Gladius fighters cost 3 deployment points. Not 9. That said, pretty sure one valiant wing could tear 3 Gladius wings to pieces.

edit: Looking at the valients further, each fighter has a vent speed of 350, and a capacity of 2000.

A wolf is at best capable of 250 vent and 4250 capacity. So those little valiants are about as powerful as a single frigate. Their vent speed is what makes them so lethal. all three of them together kick out 1050 flux vent.

To put that in comparison, the Apogee cruiser has a maximum flux dissipation of 1000.

Trading shot for shot, Valients can out DPS an Apogee. Apogee's have super awesome shields of course, so it doesn't end up being a contest, but yikes!

63
Mods / Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
« on: December 03, 2015, 01:39:23 PM »
Troika: This mod is very vanilla balanced. I haven't had much luck destroying a wing of valiant fighters in a vanilla frigate, they usually kill me first, which is unusual because every other vanilla fighter wing in the game is easy pickings. That might not be OP of course, they have deployment points of a cruiser, so they have the cost to match. They are very powerful compared to vanilla.

64
Mods / Re: (0.7a) Shadowyards Reconstruction Authority 0.6 (development)
« on: December 03, 2015, 10:52:09 AM »
I like the (D) concept myself, it's just they're not worth the price, so they're just garbage pointlessly filling up the black market.

If the price tag matched the product, I bet you would find them less annoying.

65
Mods / Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
« on: December 01, 2015, 05:25:10 PM »
Recson S has 850 range but stats otherwise comparable to a light autocannon. For one more ordnance point you get 250 range. Weapon is best in class by a large margin.

66
Mods / Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
« on: December 01, 2015, 12:03:26 PM »
I'm really really liking this set so far, this mod seems vanilla balanced, brings in some interesting weapons, I haven't hit anything yet that made me say "Damn, I see no reason to ever use anything else."

Style is awesome
ships are interesting
fighters are scary powerful, but I might be ok with that.

This is damn good work.

67
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 28, 2015, 09:14:06 PM »
Ok. This may sound stupid, but I *constantly* forget to buy black market things first. Is it something were supposed to adjust to? Or maybe market suspicion could temporarily go negative so we don't have to keep the order in mind.  :-\

68
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 25, 2015, 10:48:44 PM »
I'm not sure if many people will agree with me, but I think weapons should be more rare, and population and military size should have more influence on market stock.

The needler effect is good, if you ask me. "Oh crap! Needlers in the market, better buy those for later." Likewise, if I go to Maxos, I don't expect to see mjolnir's in the black market  ;D

69
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 25, 2015, 08:17:47 AM »
I put a cautious officer in a vigilance and got into an extendend battle between 3 pirate fleets and two heagamony patrols. looked like 100+ ships in the fight.

Only two units of my allies died, all told.

a wing of talon fighters belonging to the hegemony.

and my F#@$%ing frigate.

70
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 24, 2015, 09:53:09 AM »
but if you blow the raiders away you take a rep hit -.-

I have to admit, I find the reputation in starsector a little irritating at times. It can make sense for organized factions who communicate and work together, but for pirates and independents it's silly.

If you start the game by bountyhunting in corvus, your rep with the pirates goes to -100% quick, suddenly you're the bounty hunter of legend, scourge of pirates, known to all throughout the sector for your ruthlessness... in your stock wolf frig.

lo... and tremble at the might of the wolf frig and its companion Hermes shuttle. We must convene a meeting of the pirate captains to deal with this threat once and for all.

71
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 22, 2015, 11:57:57 PM »
btw, did you know about this?

http://i.imgur.com/DSRayUl.jpg

it seems to think the outer system gate is a one way gravity exit, but it's a normal hyperspace gate.

72
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 22, 2015, 07:09:58 PM »
(I'd select from the currently active weapon group, myself)

btw. I tried testing the gryphon in the simulator and I couldn't get it to inappropriately use the subsystem either.

That said the AI is really conservative with missiles unless it thinks it's gonna die, so it doesn't fly the ship very aggressively.

oops, never mind, it brought itself into low CR to reload 20% depleted rockets.

this was the loadout I used: http://imgur.com/kHK08PL

73
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 22, 2015, 06:30:57 PM »
I have two dedicated pursuit Wolfs with SO, Unstable Injector, and aggressive lvl.10 Helmsman officers.

http://alienencyclopedia.wikia.com/wiki/GSS_Suicidal_Insanity

Regarding the missile reloader, I have to agree with the other suggestions. Reload one missile hardpoint per use. Then you can have a non-crippling penalty.

how about:

 - activate the subsystem
 - Take the lowest ammo missile hardpoint offline
 - generate hard flux for 10 seconds
 - at the end of 10 seconds reload the hardpoint, bring it online.
 - let the user trigger subsystem again

a full, instant reload of all missile hardpoints isn't the only option for this.  

74
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 22, 2015, 06:24:58 AM »
It's funny. When I started playing, the first minute of the game I got bushwhacked by a pirate and it felt totally unfair.

I've been playing for 2 hours so far and It's only happened one other time...

BTW, have you tried a trader start? Trader start is super hard. Bounty hunter start is super easy.

The intel screen is showing too many uninteresting trades. There are too many icons that I can't tell what icon applies to what system. The commodities market has a flat buy sell spread plus tariffs. This requires an absolute minimum of double the price to break even on a trade, but I'm seeing lots icons for unprofitable trades.

For specific commodities it should show everything of course. If I click 'supplies' it should show all intel on supplies.

As an alternative, maybe draw lines, or maybe make the other icons semi-transparent when you hover over a system? dunno.

also, I wish there was some way I could recover reputation with a faction after I lost it. Independents caught me smuggling (at the start of the game, as a trader, when I absolutely had no money and was desperate, no less), and now no independents will deal with me or give me missions and I can't recover with them. That's super harsh... Honestly I'd rather just turn myself in and face the music for a few months/years, because I really needed the independent missions.

anyway. Starsector has retained it's reputation of being a brutal game to get started in, but it's still heaps of fun. Loving the new officers. Loving the missions. Loving loving loving loving loving the expanded battles.

75
Mods / Re: [0.65.2a] Blackrock Drive Yards v0.7.4
« on: November 18, 2015, 10:38:34 AM »
balancing is super hard, and it's hard as an author to not make your mod awesome, cause you poured a lot of time into it. So I sympathize there.

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